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Resting (was Re: CF: New idea for Disease and other Stuffs...)




> Date: Thu, 21 Oct 1999 19:55:37 -0700 (PDT)
> From: Andrew McCall <amccall2@yahoo.com>
[...]
> Second,
> I thought it might be interesting if the idea of 
> rest was introduced into the game.

I've been thinking about something like that, but there are a fair
number of details to work out.  Rather than just awake or asleep
modes, I'm leaning toward a variable rest level based on how much of
your speed you're using.  When your speed determines that you are able
to move, but you haven't given any commands, that idle time would be
added to your resting rate.

Resting rate would increase both hit point and spell point
regeneration rates, up to perhaps double your normal rate.  Grace
regeneration is also increased, and can regenerate all the way to your
maximum, instead of only half-way, but only as long as "praying" is
your active skill.  As soon as you do something else that requires a
skill, you stop praying and grace regen returns to normal.


> When a player is low on hitpoints, or poisoned, or losing hit points
> because of a disease, they could enter a rest mode were they could
> recharge faster. Entering rest mode could have several affects:
> 
>    1. hit point recharge is increased

Definitely.  The only question is the range of the rate multiplier.
I'm suggesting up to double, but I'll make it easily adjustable in the
code so it can be tuned later.


>    2. the charector is blind and paralyzed

When resting?  Not good.  Blind would be necessary for sleep, but not
sufficient.  Some blind creatures can see anyway (x-rays).  Being
paralyzed also means that you cannot take any actions at all,
including "wake up".

For "sleep" I suggest unconditional blindness, normal grace
regeneration (only up to half) regardless of readied skill, the same
spell point regen as maximum rest (double) and twice the hit point
regen of resting (x4).  Of course, you have to already be at maximum
resting rate to fall asleep, and any command given while you're asleep
will cause you to wake up first, which should probably take a second
or so.  On the other hand, if someone attacks you, you wake up
immediately, the same as sleeping monsters do.  Attacks of any kind
even dispell magical sleep (the "sleep" spell I'm working on.)


>    3. the after the player wakes up, they could be,
>       randomly, confused, slow, and weak

That I think is a little much.


>    4. Any diseases/poisons that the player has will
>       have a decreased term or be cured, based on
>       how bad the player was infected....

The significantly increased regeneration will help counter the effects
of disease, if it's the kind that does damage.  Perhaps the hit point
regen multiplier could also be applied to the rate of recovery from
the disease.  Each second of maximum rest would subtract two seconds
from the remaining duration of the disease, and each second of sleep
would count as four seconds for reducing the remaining duration.


>    5. Hunger is increased

Huh?  You mean food should be used up /faster/ while you're asleep?
Biologically accurate, but I don't know if that would work in terms of
game play.


> Other interesting uses of rest:
>     a disease that causes a player to enter and exit
>     rest mode randomly. a cause rest spell, causing 
>     a player to enter rest.

How about a level 1 Mage spell instead of a disease?  I've already got
that one working, except that "sleep" currently means you just can't
move or see normally.  No regen bonus.  It's one of the mental spells
I've been playing with, and like the rest of the ones I've actually
finished, it works a little too well.  It's based on relative Int
scores, and most monsters currently have 0.  As I understand it, when
the creatures are updated for 0.96, they'll be given more meaningful
stats, so the mental spells should work reasonably well then.  And the
more interesting ones I can't really do anything with until 0.96, so
I've put that whole mess on hold for now.


-- 
            -Dave Noelle,                 dave@Straylight.org
            -the Villa Straylight,  http://www.straylight.org
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